I completely agree this request for creating an actual dice roll algorithm. The current faulty dice wreck games when people get positively screwed and then leave the game.
The faulty dice mechanics are especially damaging to Risk games with Fixed card trade in rather than Progressive due to recovery time.
Do you play Powerball? Nah I don't, either, I figure the odds are so stacked against me that it's a poor investment. Why, in fact, I recently read a Time article that they are 1 in 292 million, That's what I thought, it just can't possibly happen, no one could win with those odds. ;}
I'm disappointed that some of us have taken an opportunity to flame at the developers about all kinds of things unrelated to dice throw. Somewhere I recall hearing they were working on new algorithms. So why are they getting beat on after they've already agreed?
My extended family and I love the game. We play weekly from 3 locations around the country with a phone conference on the side. Keep up the good work developers! I like what you have done with a game I loved back in highschool. And all that for free. Thank you.
Would love to see if you can. Back 2 years ago, if you did blitz with a large army against a somewhat large army, my device would freeze for about a second before the result came in. I ended up getting a more powerful tablet and it was better for still noticeable. My phone was the only device where it would not really do that. And then they changed the code to where it's not noticeable at all.
Ryan's link was only a few posts ago. Here it is: https://www.reddit.com/r/Risk/comments/8rbgsy/deconstructed_the_official_android_version_how/
It doesn't give the actual code for legal reasons but has a very nice explanation of what he found.
I've played over 2500 games. I've seen plenty of less than 1% chance of happening happen. But being a conservative player, I don't often take the risk on it unless necessary, so it's not "often." But I see a lot of dumb wins to attacker or defender all the time, and don't question the code for those. Heavy weighted armies in blitz attacks are where I get most disgusted with this code. The giant attacking army can't lose, as in it literally has 0% chance of losing, but it could have a catastrophic loss on one attack. Some of those unlucky losses could seem normal though as it's random as to how many troops are lost. I don't like it.
Briand, I agree and it shouldn't be too hard to run the raw numbers and then compare that to a simple simulator ran over a few million outcomes. Not sure if I'll get to it right away but it's something I'd also be curious about.. to even see if our complaining is even valid LOL. But I suspect it is.
I completely agree, the rng in this game is really bad. They need to make it less rng, and more about the number of troops you have. I've had a situation where I 15 and my opponent had 16 and He took my territory without taking a single hitpoint! This game having rankings is just kind of a joke at this point, there is way to much rng.
Did the recent soft-update change the dice back to its old method? I noticed some lag on big blitz battles. It used to do that years ago.
I'm willing to bet that doing a million dice rolls didn't take long. There's no reason that true dice rolls should impact performance on any mobile device built in the last 20 years. I don't have the old code to look at, but I'm guessing their implementation was broken. Moving away from "true dice rolls" for performance reasons doesn't make sense.
I don't have time to mess around with the code right now but I'm 99% sure that I could modify the code to use true rolls for both normal and blitz attacks and the performance delta would be undetectable to a human.
Steve Clements
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